Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 23, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Fabian Fischer's Blog

 

I fill various roles throughout the games industry and media:

- Game Designer by passion and by trade

- Author for various gaming websites and magazines
- Blogger on design and ludology (in German)
- Editor for gamedesigntheory.org

- Consultant for fellow designers
- Moderator of the r/gamedesign subreddit
- Researcher in the field of game-based learning

fischergamedesign(at)googlemail.com

 

Member Blogs

Posted by Fabian Fischer on Wed, 12 Apr 2017 10:00:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
The discourse about video games is shaped by varying degrees of "game literacy". In private conversations this is of course fine. But when it actually comes to pushing the craft forward, we should care about talking to (and not past) each other more.


Posted by Fabian Fischer on Sun, 05 Mar 2017 09:18:00 EST in Design, Console/PC
Gwent not only features unique gameplay mechanics, but its design also manages to strike a delicate balance between chaos and determinism. Additionally, the game's round-based structure gives nuance to its strategic arcs in astonishingly elegant ways.


Posted by Fabian Fischer on Fri, 04 Nov 2016 01:46:00 EDT in Design, Console/PC
The draw of competitive games is tied to their ability to let players gain competence by playing. This iterative learning process is based on cycles of actions and feedback. Therefore efficient feedback is of utmost importance for those games.


Posted by Fabian Fischer on Fri, 19 Aug 2016 05:27:00 EDT in Design, Console/PC
The hype around No Man's Sky was not only fueled by shady marketing methods, but also by fundamentally flawed perspectives for evaluating games within the audience.


Posted by Fabian Fischer on Wed, 24 Feb 2016 06:45:00 EST in Design, Console/PC
Interactivity is what makes our medium unique. In some cases it is used to tell stories or create virtual art galleries. However, if gameplay itself is the core tool for delivering value, shouldn't it then always challenge the player?


Posted by Fabian Fischer on Wed, 03 Feb 2016 01:18:00 EST in Design, Console/PC
While losing in games, and specifically an avatar dying, are most commonly associated with frustration, some games claim the opposite to be true in their case. What kind of games can rightfully make this claim?



Fabian Fischer's Comments

Comment In: [Blog - 04/12/2017 - 10:00]

Thanks a lot for your ...

Thanks a lot for your thoughtful comment r n r nI think you 're making some very valid points there, but I 'm not sure they really apply to the article. The article is actually not about exclusive authority or universal prescriptions at all. It 's also not concened with ...

Comment In: [Blog - 04/07/2017 - 09:25]

Hey, you stole my topic ...

Hey, you stole my topic P r n r nhttp://www.gamasutra.com/blogs/FabianFischer/20170305/292859/Gwent Braving the Storm.php r n r nCheers

Comment In: [Blog - 07/13/2016 - 04:54]

It 's like they asked ...

It 's like they asked What if we made the whole world one giant Skinner Box . And boy did they succeed. I 'm afraid one of the biggest games ever will shed quite a bad light on what games can be. There 's barely any gameplay to be found.

Comment In: [Blog - 07/08/2016 - 10:07]

Since the mentioned hardcore MMO ...

Since the mentioned hardcore MMO RPGs all prey on the same Skinner Box mechanics and the spectacle value of growing numbers , it 's actually not surprising at all to find the same players as in idle clickers...

Comment In: [Blog - 06/28/2016 - 04:48]

Players don t care what ...

Players don t care what they do, they care why they do it. r n r nI think that 's a major problem caused by the low amount of the professional/academic work that went into the medium at this point. Too many people just don 't appreciate the what enough. ...

Comment In: [Blog - 04/27/2016 - 11:36]

I think the card leveling ...

I think the card leveling is where the game damages its own competitive structure severely. If you 're playing well, you 're kind of punished for that. You level up your trophies too fast, so you either pay without a clear limit because as you said, it just goes on ...